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This is good stuff, Dave. I'm going to be digging into it later for sure!
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Setting force3D to true seems to have corrected the issue. Thanks, Jonathan!
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Windows 7 (32-bit) and Chrome 38 is the only browser with the issue. IE and Firefox seem to be working fine. I will attempt setting force3D to true. Will this break in IE8/9 or simply revert back to false?
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So I have a problem with images tearing or not being completely removed from the screen on transitions. See attached image. What is the cause of this? Am I trying to do too much on the screen and the browser can't keep up? Can I do anything to improve performance? I have a link here. (Still very rough as I'm just playing with some ideas) http://bcifiles.bytesofknowledge.com/dev/acc/rough
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Thanks for your help Jamie. I used the separate timeline and it worked great!
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Pretty sure it has to do with maximum image size for Safari Mobile. http://www.williammalone.com/articles/html5-javascript-ios-maximum-image-size/ My solution was to simply reduce my image sizes.
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Pretty awesome stuff, jamie... Thanks for your help. I owe you a beer. How do I access a Timeline created in that way? Can you please check out this fiddle and click the girl once she appears? http://jsfiddle.net/nicktest2222/sV5Ug/77/
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Fiddle is here: http://jsfiddle.net/nicktest2222/sV5Ug/74/ So I'm preparing to build my timeline. I have a buildAnimation function that creates my sprite-sheet animations. If there is a better to way to go about doing this, please share some knowledge with a noob. I want to create my sprite-sheet animations up front and call them at certain points in my timeline. I don't need to build them on the fly. Any help would be GREATLY appreciated. I was expecting to use: Didn't work. tl.call(buildAnimation, ["title", 628, 510, 10, 4, 0.11]) So I played around with this: Which kinda worked until... tl.add( TweenLite.delayedCall(-1, buildAnimation, ["title", 628, 510, 10, 4, 0.11])) Until I added this after it, which caused the sprite-sheet not to work (or force itself to last frame) tl.add( TweenLite.delayedCall(-1, buildAnimation, ["title", 628, 510, 10, 4, 0.11])); .to("#title", 0.5, {left:-1000}, "+=1.5");
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Thanks Carl! One last thing, do either of you know what would cause issues in IOS with my code above? I'm seeing some strange things. Duplicating frames, white screen flashes... I have a scary feeling you are going to tell me to use <canvas>. Here is a link to test with: http://bcifiles.bytesofknowledge.com/dev/accident/ An image of the problem.
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Argh, I did. Thanks for your help, Jack!
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Thanks, Jack! Your solution worked, except that adding a label seems to have affected the animation. What is causing this? Here with: http://jsfiddle.net/nicktest2222/sV5Ug/70/ Here without the label: http://jsfiddle.net/nicktest2222/sV5Ug/72/
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I'm having some performance challenges. Very new to Greensock and animation in general, so I'm not sure where my problem is coming from. 1 animated spritesheet at a time works very well, it's just when I try and put 3 in the same loop that it gets very sluggish. Can anyone help point me in a better direction? Maybe the way I'm attempting to build my timeline can be optimized? Any help would be greatly appreciated! Fiddle: http://jsfiddle.net/nicktest2222/sV5Ug/67/ Full screen: http://jsfiddle.net/nicktest2222/sV5Ug/67/embedded/result/
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Example: http://mailinator.com/index.jsp The background is a static blue and the cloud image found here: http://mailinator.com/assets/img/clouds-s.png , just subtracts along the x-axis. How would you duplicate this action in a timeline? I think I get the x:-1 and repeat:-1 part; I'm just not sure how you would reset the image so a small image can loop on forever? Any help would be greatly appreciated. Thanks.